Main > Gameplay
Spawn system feedback 1.3.4
Richard LeMoon:
Have you ever tested a very very short capture time, like only a few seconds? Maybe even just one second. That would change the dynamic from 'Capture the point' to 'Stay on the point'. Drift off for a few seconds, and the other team can grab it and start getting points. Might be a very terrible idea, or more fun.
ramjamslam:
--- Quote from: Xyem on December 12, 2013, 05:58:09 pm ---
--- Quote from: Tropo on December 12, 2013, 01:02:08 pm ---there no way to fix how bad the cp's are at this stage from what i can se they will never be fair
--- End quote ---
I know this is a quite off topic, but one of the issues with capturing the points is the ability to block is very powerful if you already own the point. As long as you can get someone from your team to the point fast enough, they will never neutralise/capture it.
Perhaps if you die next to the point which you own, it "damages" the point by 30% or something (as in, instantly reduces the capture ring), allowing for a quicker neutralisation and thus, capture. This may allow much more changeover.
--- End quote ---
Suicide shortcuts have always existed in CK maps, especially Flayed Hills where the respawn points were in the middle of the map so you could get a head start on the next point by dying and respawning halfway there. The ability to choose your respawn location just made the suicide shortcut strategy more obvious. The only way I can see to reduce this shortcut is to increase the respawn times and cluster the spawn points (what awkm said above) so that a team is only close to one point.
Captain Smollett:
I haven't had a chance to get on cp maps much so take this opinion with a grain of salt but conceptually I think longer spawn times would be needed in cp maps, if people are spawning closer due to the new system.
awkm:
Regarding spawn times and capture times, I'm not too worried about those because can be easily tweaked without hot fixes. I can accept suggestions on those as more people get to play them.
NorwegianWolf:
Alright, really don't have the luxury of time to read through all these posts so I'l just post my suggestion. From what I could gather from the dev app you guys are trying to make only the spawn points in the middle of the map and the ones close to the team's starting spawn available. This could in my eyes lead to very heavy camping, more so than usual. Instead what I think could be done is keep the spawn points all over the map active, except for those within a certain radius of an enemy vessel. The ideal length of this radius in my mind should be the same length as 1 square of the current map-grid. This way you can chose between spawn points all around the map, and they will spawn far enough away so the other team has a chance to react. And using each individual map-grid as the spawn length will compensate for the smaller maps.
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